Why are you using 2.49? The 2.5 series is so much better, it only takes a few days to get your head around the UI change and the tools are SO much better, especially the SMD import/export tools. Add me on steam and we can talk blender, I use it too.

Also I had a skim through your deviant art, it looks like you have a handle on modelling, but you def need to catch up on your texturing. You've got highpoly cars and lowpoly there, and you can unwrap well so the next thing you should learn is baking. Baking is ESSENTIAL for current generation game art, and maybe more important for next generation. You should get dDo, it's now 100% free. < official download link

Oh Blender people, you're all so crazy with your versions and your opinions.

I'm just a silly artless coder but I'm here to pipe in with some encouragement. If you get it all finished and ready to put in the map let me know and I'll see what I can do about swapping out some of the cars in jah_streets and druglab.

Nice work, I can see some shading issues there though. Get in blender, give it an edge split modifier and put some sharp edges around the place to separate the smoothing groups. Also it's a bit dark. Nothing irl is actually black, you should bring up the brightness on the black paint just a touch, or maybe lower the envmapcontrast so the reflection is more uniform. With shiny surfaces you can use the secular to bring out more details too. I really like the lights on top though, looking forward to seeing it in a map. Is it for da_chase?

Black_Stormy wrote:Nice work, I can see some shading issues there though. Get in blender, give it an edge split modifier and put some sharp edges around the place to separate the smoothing groups. Also it's a bit dark. Nothing irl is actually black, you should bring up the brightness on the black paint just a touch, or maybe lower the envmapcontrast so the reflection is more uniform. With shiny surfaces you can use the secular to bring out more details too. I really like the lights on top though, looking forward to seeing it in a map. Is it for da_chase?

Black_Stormy wrote:Nice work, I can see some shading issues there though. Get in blender, give it an edge split modifier and put some sharp edges around the place to separate the smoothing groups. Also it's a bit dark. Nothing irl is actually black, you should bring up the brightness on the black paint just a touch, or maybe lower the envmapcontrast so the reflection is more uniform. With shiny surfaces you can use the secular to bring out more details too. I really like the lights on top though, looking forward to seeing it in a map. Is it for da_chase?

Thanks for the tips and, No it's not only for da_chase .

But even if i edge split, it's messed up when i export to smd ..._

training at lowpoly model and human anatomy

Last edited by l-homme-d-action on Fri Jun 20, 2014 4:34 pm, edited 1 time in total.

Homme can I have a look at the blend of that police car? There's a few things I can look at and give you some more poignant feedback. Also before you get into organic modelling, read up on poles and loops. Seriously man, read that whole thread, I cannot emphasize how essential this knowledge is.